Warp Cast
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Remote Casting
Spells useful primarily for changing the point of origin of other spells, most of which employ an Expiration Trigger to do so.
Warp Cast is a Utility type spell that creates an almost invisible, purple-hued and very short-lived Penetrating projectile with an Expiration Trigger. On the second frame of its life, this projectile is instantaneously warped up to 120px along its trajectory (subject to line of sight). As a projectile it gains the effects of any modifiers cast with it, but offensive potential is limited by only being able to inflict damage every 25 frames.
Tips
- Within a range of 120px this delivers payload to target almost instantly, giving it a 'hitscan' quality.
- Most projectiles have a top speed (limited by their terminal velocity) of 1000px/s, ~16.67px/f, and would take at least 7f to travel the same distance.
- Lightning Bolt can be used to produce a similar effect without range limitations.
- The warping effect requires line-of-sight, and is blocked by terrain. The projectile itself is not stopped by terrain, but will lose any trigger payload upon impact unless modified using Drilling Shot.
- Synergizes well with dangerous static projectiles, like Explosion and most of its variants.
- Makes the Touch of spells a little safer to cast...
- ...but at point-blank range, firing into terrain, you will still be caught in the effect.
- Since it is a Utility type spell that creates a projectile, you can gain the effect of limited-use modifiers like Matter Eater without depleting any charges. E.g. a wand with just Matter Eater and Warp Cast on it, will not deplete the remaining charges from the Matter Eater.
- If there are any spells in the same cast of type Projectile, Static Projectile or Material then charges will be depleted as usual.
Alternative Triggers
By default, Warp Cast creates its projectile with an Expiration Trigger. This fires only once when the projectile expires - whether it hit something (an enemy or terrain) or not. Changing the type of trigger using Add Timer or Add Trigger changes how the projectile behaves:
With Add Expiration Trigger
- Identical in effect to Warp Cast alone.
- As with all three forms of Add Trigger, Modifier type spells between Add Trigger and Warp Cast are free of mana cost.
With Add Trigger
- Cost reduced to 10 mana.
- The payload will only be released when/if the projectile created by Warp Cast hits an enemy.
- As a Penetrating projectile, this can happen at most once per enemy.
- This is subject to the usual caveat that the trigger is lost if the projectile hits terrain, which includes the corpses of some enemies.
With Add Timer
- The payload will only be released when/if the projectile created by Warp Cast hits an enemy...
- As a Penetrating projectile, this can happen at most once per enemy.
- ...and/or once after 20f[1], when the Timer runs out.
- This is subject to the usual caveat that the trigger is lost if the projectile hits terrain, which includes the corpses of some enemies.
- The main difference with a Timer trigger is apparent when the projectile has stopped moving before the trigger is fired.
- A stationary Expiration Trigger projectile releases its payload in a random direction.
- Timer Trigger projectiles release their payload in the same direction they were last travelling.[2]
Notes:
- ↑ The Timer duration (20f) is longer than Warp Cast's natural lifetime, but you can increase this with modifiers. Adjusting the projectile's lifetime can grant very precise control over the distance at which the payload is released.
- ↑ Add Trigger projectiles behave the same way, but since payload release only happens on impact the payload is likely to hit that thing too, altering or ending its trajectory.
Gallery

Warp Cast distance, shown with Death Cross
History
- Apr 8 2024:
- Removed from tier 0 and tier 1 spawns.
- Changed the spawn probabilities on tiers 5 and 6 from 0.6 to 0.8.